while following the lighting chapter in the learnopengl series, the author provides this sort of code while creating multiple VAOs(Vertex Array Objects):
unsigned int VBO, cubeVAO;
glGenVertexArrays(1, &cubeVAO);
glGenBuffers(1, &VBO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
glBindVertexArray(cubeVAO);
// position attribute
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0); //#this
glEnableVertexAttribArray(0);
// second, configure the light's VAO (VBO stays the same; the vertices are the same for the light object which is also a 3D cube)
unsigned int lightVAO;
glGenVertexArrays(1, &lightVAO);
glBindVertexArray(lightVAO);
// we only need to bind to the VBO (to link it with glVertexAttribPointer), no need to fill it; the VBO's data already contains all we need (it's already bound, but we do it again for educational purposes)
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0); //#this
glEnableVertexAttribArray(0);
Here we're using the same VBO with multiple VAO, yet the call to glVertexAttribPointer is done twice with the same parameter. Earlier in this lesson he mentions:
Each vertex attribute takes its data from memory managed by a VBO and which VBO it takes its data from (you can have multiple VBOs) is determined by the VBO currently bound to GL_ARRAY_BUFFER when calling glVertexAttribPointer. Since the previously defined VBO is still bound before calling glVertexAttribPointer vertex attribute 0 is now associated with its vertex data.
so, doesn't that mean that these two calls are redundant, or is this necessary and will cause problems down the road if not done?